Coelacanth
Living fossil.
Also on: @coelacanth@aggregatet.org@coelacanth@piefed.social@coelacanth@fedia.io
I've been absolutely absorbed by this game the past week, having finally pulled the trigger on it after eyeing it for a long time. It's a 2.5D light horror roguelike, but there is so much more to it than it seems at first. Whenever I think I have a handle on it it keeps throwing new cool stuff at me, and the world building and story just keeps getting more interesting the more I play. It has a very unique vibe to it and a very distinctive and unique voice and direction.
The combat is clunky and janky yes, but you do get used to it and it gets a bit better after you start unlocking more tools, spells and weapons and start being able to actually make focused builds. The build crafting and customization is fun even when the mechanics of the combat itself is a little clunky. But this isn't a game you play for the combat anyway, but for the exploration, the lore, the story and the world building. Which is also partly told through item descriptions, Dark Souls-style.
Honestly I really don't want to spoil anything as the game has some interesting surprises so if you think this is your vibe I recommend just giving it a chance. It's very cool and I can see why it's such a beloved hidden gem. I can't wait to see what else it has up its sleeve.
Rise of the Ronin
I've been hooked on the open world slop juice. Honestly having a great time with it and I am kind of perplexed it didn't get better reviews. The combat is really good, there are some charming characters in the cast and the open world is not any better or any worse than your garden variety Ubisoft style open world game. I also quite enjoy the historical aspect of the story and while it isn't a documentary or anything it's still anchored in real events and authentic characters from the period.
The combat is the star though and it does have the special Team Ninja sauce I would say. I have some minor quibbles with it (enemy tracking is too accurate, especially when you've rapidly changed direction through some movement ability) but overall it's incredibly satisfying. The pace is super high and frenetic in some boss fights, at least if you're trying to play to your maximum. Boss attacks come fast and unrelenting and require you to parry, and when it's your time to punish you can squeeze out maximum performance by attacking at a similar pace, switching stances and weapons constantly and weaving martial arts. I've had some insanely hectic and satisfying duels in the Dojo.
Also the Dojo is a great feature, allowing you to fight 1-on-1 and even replay certain bosses, all in a setting where gear is neutralized, your items are limited to 5 healing item uses only and you don't have access to your pistol or rifle. It's a great balance where in the story missions you can breeze past bosses through buffs, tons of healing items, using your allies to help and using your guns, but then you still have the Dojo as a true test of skill.
I have been hit by open world fatigue in my Rise of the Ronin playthrough and so I needed an intermission. INMOST is on 70% sale and has been on my radar for a bit after being recommended to play it some time ago, so I finally got around to it. It's only a 5-6h game so it was perfect to sneak in, played through it in two sittings over two days.
I really loved this game. Puzzle platformers are not my genre of choice but this one felt perfectly fine for me. Not really any precision platforming to speak of and the puzzles were all intuitive enough that it never felt frustrating. Overall the gameplay felt smooth and tight and the generous save states on death further minimized frustration.
This game is not really about the gameplay though as much as it is a work of art. The pixel graphics are stunning, the art direction is perfect and the music is absolutely breathtaking. On top of that the writing is also quite good. The ending is a little on-the-nose for me for what is otherwise a nicely allegorical game, but even so it doesn't bring my ratings down. There are even some quite funny moments here and there, despite the otherwise heavy themes.
Recommended for anyone that likes artsy indie games, especially if you enjoy darker themes and depressing vibes.
Wishlisted this when I saw the announcement trailer so I had to check out the demo when it dropped last week. It was... okay. It was much worse than it looked from the trailer and worse than I had hoped in general. It's a shame because the concept is great and has tons of potential. Fishing and horror is a great combination that fits together perfectly. Unfortunately the fishing mechanics are too simple to be really engaging and the horror is pretty bland. It also goes too hard and fast into shock value and jump scares and whatnot instead of doing what a horror fishing game in an isolated setting should do: slowly build suspense and unsettling atmosphere and work with creepy environmental storytelling.
I'll still keep it wishlist to keep track of it as I like fishing games but I am much less hopeful now than when I first saw the trailer.
It's a game where you have a grid of tiles, and if you slide one tile so that you line up 3 (or more) of the same symbol, they disappear - and you get some points, typically. Think Candy Crush, although there is multitude of other variations too.
Now, Titanium Court is a lot more than just that. It just uses the match-3 framework to riff on a sort of autobattler/tower defense roguelike gameplay loop, which works surprisingly well on a mechanical level.
That is also just the basic gameplay loop of it, however. There is a lot more to the game than that, but again all of that is best discovered first hand.
I'm still deep in the Withering Rooms trenches - almost literally now (although I can't say more without spoilers). The game is just absolutely excellent, and I am even starting to get used to the janky and clunky combat. I'm in Chapter 4 now and starting to get some kind of idea of a possibile endgame, although I'm sure there are plenty of more mysteries and secrets and twists to uncover. I also know there are multiple endings, but I am still unsure what decides which one you get as I've just been playing blind and I don't feel like I've locked into anything yet.
I know it's a completely different game and a completely different vibe, but this game's exploration is giving me almost similar vibes to back when I was first exploring Dark Souls 1. An interesting and dangerous world, weird ass NPCs, distinct art direction, mysteries and secrets, world building and story in item descriptions, locations that connect through shortcuts and link back to previous areas... It's just great.
Next on the agenda is exploring the extremely cursed attic, but I think I might need a dedicated gear loadout for it as my default set gets overwhelmed by curse damage after just a couple of seconds in there. After that's it's the endgame, I guess? Can't wait to see how it ends.
Interesting. Haven't heard of that but it looks neat. Might be the type of game I'd rather watch a Let's Play of than play myself, though. Also...
the voice acting and dialogue feels ... I dunno, it's not "bad", but it feels a bit "off", like it's written by "semi-edgy artsyfartsy" type, and the dialogue is performed by aliens who only got the tldr version of how to act human.
are you sure they're not just... Finnish?
I got sidetracked this last week. The plan was twofold: finish Chrono Ark (first ending) and finish Ninja Gaiden 4 to get ready for the DLC that dropped a day ago.
Instead I got completely hooked on Rise of the Ronin. It's been a hot minute since I played some Open World Slop and it is hitting me just right. With all the shit going on right now it's been pleasant to have some mind numbing collect-a-thon gameplay, at least thus far.
The comparisons to Ghost of Tsushima are very natural to make, but honestly I'm personally preferring Ronin. GoT wins in graphics and presentation, but the combat in Ronin is a lot more fun and deep. Both use stance switching in a sort of rock-paper-scissors system, but Ronin has a lot more skill expression given that the stance relationships only matter defensively. You counter the enemy stance while parrying, but you're free to use whatever when going on the offensive. I find this much more satisfying than the GoT system of "pick the right stance and win", and Ronin also has a lot more active skills to use, especially when you start chaining stance and weapon switching mid combat.
In terms of writing I am still fairly early in the story, but I like the use of authentic history and real historical characters and one thing again where I prefer Ronin over GoT is that there is a bit more humour, levity and charm to the characters. GoT is fine with its writing but everything is so serious and dour all the time and delivered in an almost monotone way that it just wore me out over the playthrough.
If you want something with a bit more story I will keep proselytizing for Chrono Ark. If you enjoy roguelike deckbuilders like StS then this is one of the best ones from a pure game mechanics perspective, and it also has an entire visual novel baked in with a surprisingly interesting story.
